The Design of Everyday Things

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The Design of Everyday Things Page 40

by Don Norman


  failure of new products, 272, 274

  life cycle of, 294

  stage gate methods, 234, 235

  success of, 293–294

  Prospective memory, 107–109

  Prototyping, 222, 227–228, 235

  Psychology, 27–73. See also Cognition

  causal relations (blame), 59–65

  cognition and emotion, 49–55.

  See also Cognition; Emotion

  falsely blaming self, 65–71

  fundamental design principles and, 71–73

  Gibsonian, 12

  Gulfs of Evaluation and Execution, 38–40

  human thought, 44–49

  interplay with technology, 6–8

  people as storytellers, 56–59

  positive, 63–65

  stages of action, 40–44, 55–56, 71–73, 172–173

  The Psychology of Everyday Things (POET), xi, 283, 299–304

  Punch (magazine), 270

  Purchasers

  designing for, 241

  users vs., 117–118

  See also Customers

  Purchasing process, usability and, 117–118

  Quality, focus on customer and, 264

  Questioning, 46, 117, 226–227, 229, 230, 264, 286, 295, 310

  QWERTY keyboard, 254, 266, 275–278, 318, 319. See also Keyboard

  Radiation doses, sensibility checks and, 206

  Radical innovation, 279–280, 281–282

  Rasmussen, Jens, 179

  Reading vs. listening, 267

  Reason, James, 164, 170, 208

  Recycling, 294

  Reflection, 45

  design and, 53–54

  relation to visceral and behavioral response, 54–55

  stages of action and, 55–56

  Reflective problem solving, 46–47

  Refrigerator temperature controls, conceptual model and, 28–31

  Rehearsal of material, 96, 100–101

  Reminders, 108–109

  Reminding, strategies for, 106, 107–109, 110

  Remington typewriter, 275, 276, 277

  Remote controller, cultural effect on design of, 118, 119

  Repetitive cycles of design, see spiral design

  Resilience engineering, 211–213

  Retention, memory and, 94

  Retrieval, memory and, 97–98

  Retrospective decision making, 183

  Reversing action, see Undo

  Rhyming, constraints of, 83

  Root cause analysis, 42, 43–44, 164–165

  Rote learning, 98

  Royal Majesty cruise ship, 214

  Rubin, David, 83

  Rule-based behavior, 179, 180

  Rule-based mistakes, 171, 180–184

  Rules, deliberate violation of, 169–170

  Safety. See also Accidents; Error

  checklists, 189–191

  electric vehicles, and 157–161

  forcing functions, 142–145

  interlocks, 142–143

  lock-ins, 143–144

  lockouts and, 144–145

  management, 209–210, 212–213

  NASA’s safety reporting system, 193–194

  resilience engineering, 211–213

  social and institutional pressures and, 186–189

  sterile periods and, 200

  Swiss cheese metaphor, 208–210

  warning signals, 201

  Sayeki, Yutaka, 99–100, 102–103, 105

  Schank, Roger, 128–129

  Schedules, product development, 237, 240

  Scheier, Michael, 233

  Schindler elevators, 147

  Scripts, 129

  Scrum method of product development, 234

  Security

  design and, 90–91, 255–257

  identity theft and, 90

  passwords as means of ensuring, 86–89, 91

  Semantic constraints, 124–125, 129–130

  Sensibility checks, 199, 205–206

  Shingo, Shigeo, 193

  Sholes, Christopher Latham

  typewriter, 275–276. See also QWERTY

  Short-term memory (STM), 92–95, 102

  Shower controls, design of, 73

  Signifiers, xv, 10, 12, 13–20, 72, 298

  affordances vs., xiv–xv, 14, 18, 19

  applied to everyday objects, 132–141

  to bridge Gulf of Execution, 40

  doors and, 15, 16, 132–135

  external, 15

  gesture-controlled devices and lack of, 115–116

  as knowledge in the world, 79

  misleading, 18–19

  perceived affordances and, 145

  poka-yoke technique and, 193

  as reminders, 108–109

  sound as, 155–161

  on touch screen, 21

  Signs, 15, 18, 19

  Silence, problems with, 157–161

  Simplified models, 100–105

  Single-spout, single-control faucet, 153–154

  Sink drain, signifiers for, 17

  Skeuomorphic, 159

  Skill-based behavior, 179, 180, 206–207

  Sleep, memory and, 95–96

  Sleep deprivation, error and, 210, 211

  Sliding doors, 16

  Slips, 170–171, 172–173

  action, 171, 173, 174, 194

  capture, 174, 208

  classification of, 173–179

  confirmation messages and, 204–205

  description-similarity, 174, 175

  memory-lapse, 171, 173, 176–177, 195

  minimizing, 206–208

  mode error, 174, 177–179

  See also Error; Mistakes

  Smart displays/screens, 121, 265–266. See also Touch–sensitive displays/screens

  Smart phones, 265

  Soap dispensers, gesture-controlled, 115–116

  Social interaction, 283–284, 298

  Social pressure, accidents and, 186–191

  Socrates, 286

  Sound, as signifier, 155–161 for electric cars, 157–161

  Sound generators, for feedback, 23–24

  Spatial cues, natural mapping and, 115

  Specifications, design and correct, 234–235

  Specify, as stage of execution, 41

  Speech, presenting information via, 201–202

  Spiral design, 222. See also Iteration in design

  Stage gate method of product development, 234–235

  Stages of action, 40–44

  Stairways of public buildings, lockouts and, 144

  Standardization

  of faucet design, 153, 154, 155

  individualization vs., 161

  Standards

  cultural, 130–132

  digital time, 252–254

  for electric automobile sounds, 159–160, 161

  establishing, 248–249

  HDTV, 250–252

  international, 131, 248–249

  necessity of, 250

  Startup companies, failure of, 269–270

  Stein, Robert, 289

  “Sterile Cockpit Configuration,” 200

  Stigler’s law, 270

  Stigma problem, 244–247

  Story, conceptual models as form of, 57–59

  Stove controls, natural mapping and, 113–115, 116–117, 118

  Subconscious, 48, 49. See also Cognition; Conscious cognition

  behavioral level of processing

  and, 51–52

  human thought as, 44–49

  skilled behavior as, 206–207

  slips and, 173

  Subway train doors, lack of signifiers on, 134–135

  Susan B. Anthony coin, 79–80, 81–82

  Sustainability, model for, 292–293

  Swatch International Time, 254

  “Swiss cheese model of how

  errors lead to accidents,” 164, 208–210

  Switches. See also Controls

  airplane landing gear, 135

  dead man’s, 142–143
/>   description-similarity slips and, 175

  light, 20–21, 135–140

  wireless, 139

  System error, 66

  System image, 31–32

  Task analysis, 137

  Tasks

  activities vs., 232–234

  technology and changes in, 286, 287–288

  Taught helplessness, 63

  Technical manuals. See Manuals

  Technological aids, for knowledge in the head, 112–113

  Technology

  accommodating human behavior, 68–71

  adoption of, 268–269, 271, 272, 274

  dependence on, 112–113, 285–287

  design and, 257

  as driver of change, 267–268, 282, 283–285

  empowerment of individuals and, 295–297

  enhancing human cognition, 112–113, 285–288

  handed-up, 297

  interaction design and, 5

  interplay with psychology, 6–8

  meaning of, 281–282

  paradox of, 32–34

  precision and use of, 104

  product innovation and, 258, 264–268

  radical innovation and, 281

  reminders and, 109

  self-blame and trouble using, 63

  skeuomorphic designs and, 159

  standardization and, 248–254

  substituting for memory, 87

  Telephone numbers, remembering, 45, 46

  Telephones, 68, 70, 156, 264–266. See also Cell phones

  Telephonoscope, 270–273

  Temperature controls, refrigerator, 28–31

  Temperature conversions, 101–102

  Tenerife disaster, 186–187

  Ten-franc coin, 79–80

  Testing, 222, 228–229

  Text direction/scrolling, culture and choice of, 120–121

  Thermostat

  conceptual model of, 57–59, 68–69, 181–182

  control of refrigerator, 28–31

  Things That Make Us Smart (Norman), 112, 288

  Three-dimensional television, 252

  3-D printers, 267, 296, 297

  Three Mile Island nuclear power plant accident, 7

  Tillers, 21–22

  Time

  Australian Aborigines, conception of, 120

  cultural differences in view of, 118–120

  digital, 252–254

  product development and, 236, 238–239

  Swatch International Time, 254

  Time-based reminders, 109

  Time stress, as cause of error, 168

  Touch-sensitive displays/screens, 21, 140, 268–269. See also Smart displays/screens

  Toyoda, Sakichi, 165

  Toyota Motor Company, 165

  Toyota Production System, 192, 193

  Traffic conventions, 131–132

  Training and licensing, 211

  Transactive memory, 111–112

  Transistor, 281

  Transportation accidents, investigation of, 186–187, 188–189

  Turn signal switches, 99–100

  Typewriters, 280

  development of keyboard, 274–279

  Typing

  knowledge in the world and, 77–78

  touch and gesture-sensitive screens and, 264, 266

  Ultra-high definition television, 252

  Understanding, design and, 3–4

  Understanding action, feedback and, 71–72

  Underwater (scuba) diving accidents, 187–188

  Undo, 199, 203–205

  Universal design, 243–247

  University of Toronto, 269

  Usability, 117–118, 241, 295

  Use, determining how to use object, 38–40

  User experience, 10, 233

  Users

  conceptual model and, 31–32

  designing for, 240–241

  difficulties using products and, 59–65

  purchaser vs., 117–118

  See also Customers

  Vacuum tubes, 281

  Valance, emotional, 52

  Vegetable peelers, design of, 244–245

  Vehicular control, mapping and, 21–22

  Video conferencing, 273–274

  Videophone, 270–274

  Video recording, of test groups, 228–229

  Visceral level of processing, 50–51, 54–56

  Voyager Books, 289

  Walkers, design of, 245

  Walking, cell phone usage while, 200

  Wallace, Wanda, 83

  Warning signals, design of, 201–202

  Washer-dryer combination controls, 4

  Watches

  digital, 27–28, 33–34

  mode-error slips and, 178

  technology and changes in design of wristwatch, 32–34

  Waterfall method, 234–236

  Wegner, Daniel, 112

  Wheelchair, control of, 21

  Whitehead, Alfred North, 101

  Wikipedia, 112, 270, 297

  Wireless switches, 139

  “Wizard of Oz” prototype technique, 227–228

  The Wonderful Wizard of Oz (Baum), 227

  Woods, David, 212

  Word-gesture typing systems, 266

  Working memory, 92–95, 102

  Wristwatch, 32–34

  Writing, 104, 106, 107, 267

  Xerox Corporation, 227

  Zeitgeist, 260

  Zhai, Shumin, 266

 

 

 


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